Ab-HEX-NotW-NES-Thing! Has been revived in 2011 Palm Boulevard Sands Once a 1950's boom town on the industrial east coast, by 1996 it finds itself falling into serious decline. Virtually forgotten until now by the government, various factions jostle daily in attempts to fill the power vacuum. The day by day struggles for the local populace are irrelevant to these power-hungry individuals. Church ministers pay gangs to rough up communities who have low attendances to mass, Politicians bribe one another, the Police are corrupt, Gang-bangers and pimps flout their wares openly on street corners. Yes, Palm Boulevard Sands is not what it used to be, and this was before the Zombie Monsters. Oh, I didn't mention them? Well it seems one of the vaccines administered in our hospitals to young mums has gone disastrously wrong. The Mothers, now mutated, along with their "spawn", hideously deformed, shunning the light and craving braaaaaiiinz. During the day they hide in the sewers, at night, they come out to hunt. Upon discovering this, the government reacted. The city was placed in a lockdown with the only exits blockaded. There had been one attempt to nuke the monsters, alas in some comic-book-esc twist, that merely created mutants who were unafraid of the darkness. There have been whisperings that someone is controlling the Zombie Monsters, vicious accusations bound back and forth. The army is limited in what it can do, especially with such and unclear picture. A single daily strike is possible and information may be gathered from this strike. Too chicken to pull the trigger himself, the President has asked for the various leaders to decide where to strike. Each day, until it is discovered who controls the zombies are destroyed, a specified area will be razed and sterilised. ---------------------------------------- Economy: Rather than money or credits or other such nonsense your faction’s income will be determined by its influence in the city. The more influence you have the more you can recruit to your side and launch operations. Every hex you control is worth 1 influence except for special territories listed later. Forces: There is no military per se, however you will be able to buy subordinates with your influence and arm them if you’d like (if you’re humans). Normal movement is 3 hexes per turn. 10 influence nets you: Humans: 20 Citizens (all): A: 1, D: 2, HP: 1. 10 Thugs (gangs), A: 2, D: 1, HP: 1 10 Police Officers (Police), A: 2, D: 2, HP: 1 10 Soldiers (Army), A: 2 D: 3 HP: 1 10 Mercenaries (Corporate), A: 3, D: 2, HP: 1 -Arms: 20 Pistols: +1 A&D 10 Shotguns: +1 A, + 2D 10 Submachine Guns: +2A, +1D 10 Assault Rifles (20 influence): +2A, +2D 10 Vests: +1 HP -Vehicles: 10 Bikes: Increases movement per turn 1 hex for 10 people. 2 Trucks (20 influence): Increases movement per turn 2 hexes for 10 people. 2 Humvee (Army, 30 influence): Increases movement per turn 2 hexes for 10 people (increases HP by 1) Note: humans get -1A and D at night unless their territory includes a power station. Non-Humans 20 Zombies: A:1, D: 1, HP: 2 10 Fast Zombies: A: 2, D: 1, HP: 2 (moves an extra hex per turn) 10 Lumberers: A: 1, D: 2, HP: 2 (moves one less hex per turn) 10 Mutants (Mutants): A: 2, D: 2, HP: 2 In addition it costs 40 influence to create a new “force” which is represent with a number on the map. You will need enough vehicles in a force to cover all people in order for the force to move at that increases rate. Force Moods Each turn you can set the "mood" for a force either as "Engage" or "Avoid." This will determine how battles are set up if two forces meet on the same movement point. If both are engaging, battle will ensue, if one is engaged, and another avoid the avoiding will be treated as a defender. If both are avoid, they will slip past each other, with a coin toss to decide who gains control of the Hex Battles: Battles are based on a 6-sided die. If you have 10 citizens they will require a roll of 1 to land a hit on attack and 2 on defense. Arm them with shotguns and now its 2 or below on attack and 4 or below on defence. When you land a hit you remove 1 HP from an opposing unit of 10 whatevers. A sample battle may be as such: Round 1: 10 Police Officers armed with Shotguns (defense) vs 20 Zombies (attack) -Humans roll a 3, hit. -Zombies roll a 5 and 4, no hits. -Zombie unit 1 loses 1HP Round 2: -Humans roll 2, hit. -Zombies roll a 3 and 2, no hits. -Zombie unit 1 loses 1HP and is eliminated. Round 3: -Humans roll 1, hit. -Zombies roll a 1. -Zombie unit 2 loses 1 HP, Human unit 1 has his brains eaten. Zombies win the battle with 1 unit at half health left. Please note the above order of defender and attacker doesn’t matter, its possible for both forces to wipe each other out. Spoiler Special Territories: : Base: +2 additional influence, Police: +1 additional influence Hospital: +1 additional influence. Metro: Hexes with Metros can be considered adjacent Government: +2 additional influence Church: +1 additional influence Dock: Allows travel between islands. Power Station: +1 additional influence, linked hexes aren’t affected by night Towerblock: +1 additional influence Supermarket: +2 additional influence Biohazard: Cannot be entered. Each faction will have small goals, and game winning goals. Small goals will change as they are achieved, gaining a small influence boost each time. If a faction managed to complete its GWG, they have won the game. SG's will be visible, GWG's will be secretly pm'd. Its up to you who you share your information with. Those playing as the same faction are expected to work together to achieve their united goal and influence can be shared. Several (I will not say how many) will secretly be picked to control the Zombies. The game will run like this: Phase1 (NES-lite) Daytime. You get to move your faction around. You expand, gaining influence (influence buys more power/units etc) Phase 2(NotW-lite) It is Night, the Zombies are out, moving and destroying, controlled by a secret hand(s). Phase 3 (NotW-lite) Daytime. This is the same as phase 1 except now you have to decide who to scapegoat and get the Army to attack. You have to vote who you think is controlling Zombies. They will be fire-bombed (5 Hex destroyed). It will be revealed if they indeed controlled the zombies. This NES combines Warman17's HexNES1: City of the Dead with Forum Game's Night of the Werewolf.